9f2cb0ae1b
Effects are given the interval between two consecutive frames. The main flaw of this approach is that if the Compositor transitions from the idle state to "active" state, i.e. when there is something to repaint, effects may see a very large interval between the last painted frame and the current. In order to address this issue, the Scene invalidates the timer that is used to measure time between consecutive frames before the Compositor is about to become idle. While this works perfectly fine with Xinerama-style rendering, with per screen rendering, determining whether the compositor is about to idle is rather a tedious task mostly because a single output can't be used for the test. Furthermore, since the Compositor schedules pointless repaints just to ensure that it's idle, it might take several attempts to figure out whether the scene timer must be invalidated if you use (true) per screen rendering. Ideally, all effects should use a timeline helper that is aware of the underlying render loop and its timings. However, this option is off the table because it will involve a lot of work to implement it. Alternative and much simpler option is to pass the expected presentation time to effects rather than time between consecutive frames. This means that effects are responsible for determining how much animation timelines have to be advanced. Typically, an effect would have to store the presentation timestamp provided in either prePaint{Screen,Window} and use it in the subsequent prePaint{Screen,Window} call to estimate the amount of time passed between the next and the last frames. Unfortunately, this is an API incompatible change. However, it shouldn't take a lot of work to port third-party binary effects, which don't use the AnimationEffect class, to the new API. On the bright side, we no longer need to be concerned about the Compositor getting idle. We do still try to determine whether the Compositor is about to idle, primarily, because the OpenGL render backend swaps buffers on present, but that will change with the ongoing compositing timing rework.
166 lines
5.2 KiB
C++
166 lines
5.2 KiB
C++
/*
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KWin - the KDE window manager
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This file is part of the KDE project.
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SPDX-FileCopyrightText: 2007 Lubos Lunak <l.lunak@kde.org>
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SPDX-FileCopyrightText: 2008 Lucas Murray <lmurray@undefinedfire.com>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#ifndef KWIN_DESKTOPGRID_H
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#define KWIN_DESKTOPGRID_H
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#include <kwineffects.h>
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#include <QObject>
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#include <QTimeLine>
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class QTimer;
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#include "kwineffectquickview.h"
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namespace KWin
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{
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class PresentWindowsEffectProxy;
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class DesktopGridEffect
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: public Effect
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{
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Q_OBJECT
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Q_PROPERTY(int zoomDuration READ configuredZoomDuration)
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Q_PROPERTY(int border READ configuredBorder)
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Q_PROPERTY(Qt::Alignment desktopNameAlignment READ configuredDesktopNameAlignment)
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Q_PROPERTY(int layoutMode READ configuredLayoutMode)
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Q_PROPERTY(int customLayoutRows READ configuredCustomLayoutRows)
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Q_PROPERTY(bool usePresentWindows READ isUsePresentWindows)
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// TODO: electric borders
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public:
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DesktopGridEffect();
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~DesktopGridEffect() override;
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void reconfigure(ReconfigureFlags) override;
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void prePaintScreen(ScreenPrePaintData& data, std::chrono::milliseconds presentTime) override;
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void paintScreen(int mask, const QRegion ®ion, ScreenPaintData& data) override;
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void postPaintScreen() override;
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void prePaintWindow(EffectWindow* w, WindowPrePaintData& data, std::chrono::milliseconds presentTime) override;
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void paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data) override;
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void windowInputMouseEvent(QEvent* e) override;
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void grabbedKeyboardEvent(QKeyEvent* e) override;
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bool borderActivated(ElectricBorder border) override;
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bool isActive() const override;
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int requestedEffectChainPosition() const override {
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return 50;
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}
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enum { LayoutPager, LayoutAutomatic, LayoutCustom }; // Layout modes
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enum { SwitchDesktopAndActivateWindow, SwitchDesktopOnly }; // Click behavior
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// for properties
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int configuredZoomDuration() const {
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return zoomDuration;
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}
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int configuredBorder() const {
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return border;
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}
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Qt::Alignment configuredDesktopNameAlignment() const {
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return desktopNameAlignment;
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}
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int configuredLayoutMode() const {
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return layoutMode;
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}
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int configuredCustomLayoutRows() const {
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return customLayoutRows;
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}
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bool isUsePresentWindows() const {
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return clickBehavior == SwitchDesktopAndActivateWindow;
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}
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private Q_SLOTS:
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void toggle();
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// slots for global shortcut changed
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// needed to toggle the effect
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void globalShortcutChanged(QAction *action, const QKeySequence& seq);
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void slotAddDesktop();
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void slotRemoveDesktop();
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void slotWindowAdded(KWin::EffectWindow* w);
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void slotWindowClosed(KWin::EffectWindow *w);
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void slotWindowDeleted(KWin::EffectWindow *w);
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void slotNumberDesktopsChanged(uint old);
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void slotWindowFrameGeometryChanged(KWin::EffectWindow *w, const QRect &old);
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private:
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QPointF scalePos(const QPoint& pos, int desktop, int screen = -1) const;
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QPoint unscalePos(const QPoint& pos, int* desktop = nullptr) const;
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int posToDesktop(const QPoint& pos) const;
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EffectWindow* windowAt(QPoint pos) const;
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void setCurrentDesktop(int desktop);
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void setHighlightedDesktop(int desktop);
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int desktopToRight(int desktop, bool wrap = true) const;
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int desktopToLeft(int desktop, bool wrap = true) const;
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int desktopUp(int desktop, bool wrap = true) const;
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int desktopDown(int desktop, bool wrap = true) const;
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void setActive(bool active);
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void setup();
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void setupGrid();
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void finish();
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bool isMotionManagerMovingWindows() const;
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bool isRelevantWithPresentWindows(EffectWindow *w) const;
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bool isUsingPresentWindows() const;
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QRectF moveGeometryToDesktop(int desktop) const;
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void desktopsAdded(int old);
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void desktopsRemoved(int old);
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QVector<int> desktopList(const EffectWindow *w) const;
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QList<ElectricBorder> borderActivate;
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int zoomDuration;
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int border;
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Qt::Alignment desktopNameAlignment;
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int layoutMode;
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int customLayoutRows;
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int clickBehavior;
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bool activated;
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QTimeLine timeline;
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int paintingDesktop;
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int highlightedDesktop;
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int sourceDesktop;
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int m_originalMovingDesktop;
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bool keyboardGrab;
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bool wasWindowMove, wasWindowCopy, wasDesktopMove, isValidMove;
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EffectWindow* windowMove;
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QPoint windowMoveDiff;
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QPoint dragStartPos;
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QTimer *windowMoveElevateTimer;
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std::chrono::milliseconds lastPresentTime;
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// Soft highlighting
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QList<QTimeLine*> hoverTimeline;
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QList< EffectFrame* > desktopNames;
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QSize gridSize;
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Qt::Orientation orientation;
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QPoint activeCell;
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// Per screen variables
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QList<double> scale; // Because the border isn't a ratio each screen is different
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QList<double> unscaledBorder;
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QList<QSizeF> scaledSize;
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QList<QPointF> scaledOffset;
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// Shortcut - needed to toggle the effect
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QList<QKeySequence> shortcut;
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PresentWindowsEffectProxy* m_proxy;
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QList<WindowMotionManager> m_managers;
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QRect m_windowMoveGeometry;
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QPoint m_windowMoveStartPoint;
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QVector<EffectQuickScene*> m_desktopButtons;
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QAction *m_activateAction;
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};
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} // namespace
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#endif
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